What do you think?
Rate this book


233 pages, Hardcover
Published January 1, 2016
[Adriel] Wallick’s prevailing impact is found not through her being part of the game industry or through the games she has created. Instead, her legacy up until now revolves around how honest she has been about the motivations behind her creations and, vitally, how that honesty has given others the strength to realise their own ambitions.
To have creative freedom you have to know that you have an exit from your relationships, right? For anyone we’ve been working with it’s on that game only and if they then want to continue working with us, then great. We don’t want to be in a situation where velvet handcuffs are being applied.
Both Ismail and Nijman [of Flambeer] attended the Utrecht School of Art and Technology, a university institution in the Netherlands offering a games course as part of its curriculum. It was here that the two met, and it was here they immediately failed to see eye-to-eye. Whilst studying, Ismail began helping out at what he describes as a “big commercial independent development space” ran by “one guy who made phenomenal games”. When Ismail showed what he was doing to fellow students he describes them as being impressed by the entire project and telling him that the creations were “awesome”. At least, that was the opinion of most of his fellow students.
“JW didn’t think it was awesome, he thought I was a suit and a sell out and that I wasn’t making games for art. JW would make 300 shitty things a year and call all of them art. He would say it seriously, though, it wouldn’t be ironic. I thought he was the most obnoxious hipster I had ever met. He was just annoying.
“All of his games were bad, there was nothing good about them and he would just say ‘well, you wouldn’t understand them’. I didn’t understand them, that’s true. And he didn’t understand what I was doing.”
Ismail does allow himself a moment of reflection as he thinks about his history and work with Nijman. “I’m very grateful for being able to work with him; I don’t think I’ve ever said that on the record before. I can’t really imagine what my life would have been like if we hadn’t both dropped out of school and decided that he can’t finish a game and I can’t start a game.”
Perhaps, then, the driving force behind collaborative creativity is the realisation that what seems like conflict isn’t really conflict at all. Consequently, this ‘conflict’ shouldn’t be censored, limited or ignored, it should be embraced and channelled in order to find that point at which a seemingly destructive force is given room to become a creative one.